So, I was implementing a Dual Kawase Blur which requires a certain amount of downsample passes and the same amount of upsample passes. In our case, I decided to go with 4 down and 4 up. Which ended up being 8 passes, and, with the current workflow, 8 master materials because I need a different user texture divisor for each pass.
In this case, It would’ve been cool to have a divisor exposed to a material instance, so then I could have one master material with a static switch that selects either an upsample or a downsample code. And in instances I would just tweak the divisor and the said static switch.
Did you find the “Resolution Relative To Input” option anywhere? That should be all you need to use Material Instances instead of completely separate graphs.
Right, but then if you chain a few instances together and set different inputs and outputs on those instances, the user scene texture divisor is going to be relative to the input. For a downscale then upscale you have to do two material graphs, (one for positive divisor and one for negative divisor). If I chain them together like we do in the tutorial I can downscale and upscale as many instances as I want so long as I have another PPM at the end of the chain that samples my last output and draws it to the screen. So it looks like: